Re: [hlcoders] String table case insensitivity causes problems.

2006-03-27 Thread John Sheu
and fix up the hud_chat itself. My two cents. John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Source SDK Update Released

2006-03-10 Thread John Sheu
I sleep better at night, knowing that Teddy is on the case! -John Sheu On Sat, 2006-03-11 at 08:23 +1000, Teddy wrote: Any news on the update David? Must be getting close now! :-) On 2/18/06, David Speyrer [EMAIL PROTECTED] wrote: Yep, we're still working on it. Thanks for being patient

[hlcoders] Shaders

2006-03-07 Thread John Sheu
byte size, but it came out to 388 KB). Your friendly neighorhood hlcoder, -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Why VectorNormalize?

2006-03-05 Thread John Sheu
On Mon, 2006-03-06 at 00:02 -0500, Jorge Rodriguez wrote: Presumably they can answer my question, because one of them removed the function and knows why it was done. I expect that the answer is that returning a pass-by-reference copy constructed Vector is much slower then normalizing the

Re: [hlcoders] Linux Compile

2006-03-05 Thread John Sheu
On Mon, 2006-03-06 at 02:02 -0500, Justin Krenz wrote: I finally managed to get my mod to compile in Linux. However, some of the maps cause a segfault. I guess I'll have to figure out how to use the gcc debugger for that. However, the one map that does work does not have any collisions

Re: [hlcoders] Overlay Text

2006-02-28 Thread John Sheu
situations. The debug overlay is just that: an overlay for use in debugging, not one for use in normal gameplay. Thus it is only visible with cheats on in developer mode. I'm not surprised that it works only for the server host as well. -John Sheu

Re: [hlcoders] Re: PS 3.0

2006-02-27 Thread John Sheu
supports. Would be nice if there was a call to query 3.0 support as well. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

RE: [hlcoders] PS 3.0

2006-02-27 Thread John Sheu
that the graphics ninjas are on the case :) -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Best way to kick a player?

2006-02-26 Thread John Sheu
On Sun, 2006-02-26 at 01:13 +, Benjamin Davison wrote: Can't find any examples from commands like kick and kickid Find his home address. Drive over and wait. Kick in the shins. Leave. Rinse and repeat. Or you could pay somebody to do it for you.

[hlcoders] PS 3.0

2006-02-26 Thread John Sheu
I'm going to put this in as many languages as I think I know so it should be impossible to miss :) Dear Valve: Please add SupportsPixelShaders_3_0() in imaterialsystemhardwareconfig.h. Thanks. -John Hallo Valve: Bitte stecken sie SupportsPixelShaders_3_0() im

[hlcoders] Re: PS 3.0

2006-02-26 Thread John Sheu
Before you get all antsy on me, let me correct this. [EMAIL PROTECTED] ~ $ ssh [EMAIL PROTECTED] Password: Last login: Wed Jan 18 23:29:47 2006 from 127.0.0.1 [EMAIL PROTECTED] ~ $ write alfred We need SupportsPixelShaders_3_0() in imaterialsystemhardwareconfig.h. Thanks. ^D [EMAIL PROTECTED] ~

Re: [hlcoders] Masking hud textures

2006-02-17 Thread john-sheu
Quoting Jason Houston [EMAIL PROTECTED]: I have been having trouble with the VGUI2 code for the HUD. On my mod's HUD we have 2 bars, stamina and health. The bars are these little vials of liquid. The thing is, I can't get it to draw like it did in HL1. In the hl1 version we would mask the top

Re: [hlcoders] Masking hud textures

2006-02-17 Thread john-sheu
Quoting Jason Houston [EMAIL PROTECTED]: Ok, I'll try that tomorow, though when I looked at CHudTexture that wasn't a member, I'll have to find another container for my base texture I think. I'm not sure what you mean by that. To use these vgui::surface methods, you just have to override the

Re: [hlcoders] Sample code for comparing lots of strings

2006-02-15 Thread John Sheu
On Wed, 2006-02-15 at 16:36 -0600, Daniel Wilson wrote: Nice code, If your list grows larger, you could use a hash table or, in such a case, I would prefer one of the tree structures like AVL. You would have to populate them at runtime, but that are much faster, especially with large amounts

Re: [hlcoders] Sample code for comparing lots of strings

2006-02-15 Thread John Sheu
On Wed, 2006-02-15 at 18:02 -0600, Daniel Wilson wrote: I shall have to check the CUtl* classes out, is that with the Source SDK? I only have the HLSDK at present. Yes, that's with the HL2SDK. I have no doubt, though, that you could just copy over the classes; they're just template classes,

Re: [hlcoders] Merry Christmas

2005-12-26 Thread John Sheu
On Sun, 2005-12-25 at 23:28 -0600, Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] It's never better late than never...ever Quite clever. ___ To unsubscribe, edit your list preferences, or view the list archives, please

[hlcoders] IPhysicsObject, client-side

2005-12-20 Thread John Sheu
I'm having some trouble trying to grab the velocity and angular velocity from a physics-simulated entity, client-side. Both client- and server-side, CreateVPhysics() is called, and the IPhysicsObject apparently correctly created. However, GetVelocity() on that object on the server side returns

RE: [hlcoders] IPhysicsObject, client-side

2005-12-20 Thread John Sheu
, client-side -- [ Picked text/plain from multipart/alternative ] this problem probably explains why player-physics interactions are so jittery...the client should get the velocity networked to them and simulate it On 12/20/05, John Sheu [EMAIL PROTECTED] wrote: I'm having some trouble trying

Re: [hlcoders] Threading

2005-12-05 Thread John Sheu
really is. Well, 7 years old and still going strong. And NS is still _the_ best FPS, mod or otherwise, ever. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman

[hlcoders] Test

2005-12-05 Thread John Sheu
No really, it's a test. Really. ... If you must know, I seem to be getting these HL-related list mailings on my old e-mail account, even though I have unsubscribed at that address and re-subscribed on this new one. (The web interface at http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] VConfig.exe

2005-10-22 Thread John Sheu
Is it just me, or is vconfig (in sourcesdk/bin) not working anymore? I suspect that it's a problem with the new UI, as it works, but everything is just a white and/or green block. ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] Last update has broken Mod shaders and is causing crashes

2005-09-27 Thread John Sheu
On Tuesday 27 September 2005 10:40 pm, Dan Partelly wrote: And in the process they should also learn you guys elementar C programming and liniar algebra. :P Gimme a break. I also highly recommend learning you some elementary spelling and grammar. -John Sheu --                                 I

[hlcoders] Prediction

2005-09-17 Thread John Sheu
for? 4. I have a suspicion that the prediction model outlined above is too simple. Specifically, if you (the client) have a server snapshot in hand, why bother using a tolerance on your predicted variables? Why not just use the server value anyway? -John Sheu --                                 I

Re: [hlcoders] Building an AI

2005-09-15 Thread John Sheu
[ Picked text/plain from multipart/alternative ] Interesting point. Is it? Is it possible to use the Hostage code from CSS? So how do you intend to get your hands on said source code? -John Sheu --                                 I             think                                poem

Re: [hlcoders] Using CZero content in a mod

2005-08-30 Thread John Sheu
It's also about using the right tools for the right job. For the medical simulation, the Source engine is suitable. For the forestry visualization, it is not. On Tuesday 30 August 2005 12:12 pm, Tim Holt wrote: Smell away, the point is to create a visualization system, not a multiplayer frag

[hlcoders] Comment

2005-08-20 Thread John Sheu
view_scene.cpp, line 2315 // FIXME: I disabled cheap water LOD when local specular is specified. // There are very few places that appear to actually // take advantage of it (places where water is in the PVS, but outside of LOD range). // It was 2 hours before

[hlcoders] OpenType

2005-08-18 Thread John Sheu
Just a quick question. The Source engine undoubtedly takes TrueType; does it take OpenType as well? --                                 I             think                                poem    that              never               as                a I       shall    see        a     lovely    

Re: [hlcoders] Localization in hl project

2005-07-23 Thread John Sheu
On Saturday 23 July 2005 02:04 pm, Skyler York wrote: You can't just declare a pointer and then try to make a function call from it. It doesn't point to anything! The proper way is to use the localize() function: wchar_t *token_modelName_localized = localize()-Find(token_modelname); In

Re: [hlcoders] Localization in hl project

2005-07-23 Thread John Sheu
I tried that, vgui::localize()-Find() That works in the client project, in the hl project it's a no-go even if I include the file. Oh, from the HL project. I don't see why you're trying to do it from there; the server binary shouldn't have anything to do with localization. I do believe

Re: [hlcoders] Localization in hl project

2005-07-23 Thread John Sheu
-- [ Picked text/plain from multipart/alternative ] I also overlooked that he wanted it done on the server. Now I feel silly! Not entirely. If, as he stated, he used the same code in his client project, our suggestions would still be very relevant. The code would compile fine, but it still

Re: [hlcoders] Calculating a gradient?

2005-07-20 Thread John Sheu
inline Color CClass::ColorLerp( Color color1, Color color2, float percentage ) { Color returnval; returnval[0] = Lerp( percentage, color1[0], color2[0] ); returnval[1] = Lerp( percentage, color1[1], color2[1] ); returnval[2] = Lerp( percentage, color1[2], color2[2]

Re: [hlcoders] Keeping track of information inside the game

2005-07-17 Thread John Sheu
On Sunday 17 July 2005 10:07 am, Kamran wrote: If I wanted to keep track of a player's information... like all the objects they've picked up throughout their game and I'd also like to save it when they save the game, is it better to store a KeyValues object inside the code and save it to a

[hlcoders] PostMessage()

2005-07-14 Thread John Sheu
Having some issues with PostMessage(). Application crashes with complaint about calling a pure virtual function; I think it's localized to the message system because (1) the crash does not occur when the PostMessage(...) call is commented, and (2) a breakpoint set on the recipient function never

Re: [hlcoders] PostMessage() - FIXED

2005-07-14 Thread John Sheu
a different value than the viewport panel itself. So instead, I call: PostMessage( gViewPortInterface-FindPanelByName(...)-GetVPanel(), ... ) and everything's fine and dandy. Thanks anyways. -John Sheu --                                 I             think                                poem

Re: [hlcoders] A real newb question :D

2005-07-04 Thread John Sheu
My personal experience, for what it's worth: It's been 6 months since I've started seriously with the HL2 SDK. I have a good deal of experience in C programming (w00t for low-level control!), with a habit of re-learning C++ whenever I have the need to. The fact that I know Java well doesn't hurt

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